 texture tex0;
 sampler baseMap: register(s0) = sampler_state  
{												    
Texture = (tex0);						    
MipFilter = LINEAR;						   
 MinFilter = LINEAR;						    
MagFilter = LINEAR;							
AddressU=CLAMP;									
AddressV=CLAMP;								
 };  				
 
struct PS_IN                                  
{                                                
	float4 Color : COLOR;                         
	float2 texCoord : TEXCOORD0;              
};                                                                                         
float4 main( PS_IN In ) : COLOR               
{                                                
	return In.Color*tex2D( baseMap, In.texCoord.xy );                         
}                                            